I can't really enjoy the game as it should be because of the camera, it's the major killer here.

Personally, I'd prefer a lock-strafe with the camera directly behind your character. (At the very least make it lock-strafe, because you can fire forward while facing side ways or backward which is annoying when looking at someone turned around and they start shooting you.)

Do you plan objective modes in future other than a team deathmatch? The idea of getting into a competitive game with team-play from anywhere at any time is very captivating but right now, this gets old in minutes.

Also, I guess it was a little more alluring when the first screenshots indicated that this would be first-person.

Nice work here. The only problem I found was that you couldn't peak around corners to your left because of camera placement. This was really annoying when I was the only one on the team and they were flanking me.

I've been seeing feedback like this quite a bit. I think I just got used to the 3rd person view. Investigating...

inhuman said:

Do you plan objective modes in future other than a team deathmatch?

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Step 1 is to make a stable base on which to build upon. I think it's getting pretty close (other than the camera issue).
The immediate plans are to expand on the team deathmatch, but there is something else more ambitious in mind.

lancerfour said:

Not connecting

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Maybe the arena hadn't finished downloading yet. You get a loading spinner while the arena is still downloading. The 'Join' buttons appear after the progress bar finishes loading.

Wow, an amazing game you got there. Won't comment on the good things, they're too many.

Had no problems with the camera, but one thing that felt wrong to me was the recoil. I think it's a bit too much. Btw, any chance to add a crouch or even prone stance? Not sure about prone, with all this vegetation it would be evil, but crouching wouldn't be bad.

I like the game a lot, I played a few rounds and it is very fun to play, and the grafics are nice too!
the only problem I have is that I have an azerty keyboard and that I have to switch to qwerty with my keyboard and I can't chat in qwerty mode.
other then that it is a very good and pro game!

Looks like my peerblock was stopping the connection, my bad. Great game though, amazing work. I love the style of gameplay you're going for.

Suggestions/problems:
- Camera. It works most of the time, but I end up running in circles when I get too close to another person trying to melee them. It gets disorienting pretty quick.
- Zoom in as a toggle is a little anti-intuitive to me. Maybe a option to hold RMB instead?
- Recoil, I actually love that it's difficult and really makes you aim. But a crouch would be nice (or maybe less recoil while you zoom in?).
- It crashes whenever I exit fullscreen mode. Could be unity though, happens with my game sometimes too.

cool game, but for this good of graphics and overall gameplay, there are a LOT of little bugs, inconsistencies and design flaws. it kinda looks like you stopped at the 8th yard and just released it.

here's what I don't like:

- the camera is just aweful, not smooth but jerky
- the UI is not very well thought out and not very well designed, spacing is inconsistent
- the recoil is just too much
- the logo is just one giant eye sore not matching style of the game and the rest of the UI at all
- the main menu background scene is of too poor graphics quality. the sky is blurry and the image has no contrast. usually main menus are impressive and of better quality than ingame graphics, not the other way round

on the other hand, you got most of the game mechanics and gameplay right and I just love the fact that you can just logon and play instantly.

the game's a great start, and I would give you an A if you had shown this of as an early beta-version, but having released the game in this state it's barely a C.

Crouch is a good idea, the models I have don't have a crouch animation, so it will need to be on the back burner for now.

lancerfour said:

It crashes whenever I exit fullscreen mode. Could be unity though, happens with my game sometimes too.

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I had to disable fullscreen on IE8 and Chrome, they both crash when exiting full screen, but Firefox on windows has been working fine for me. I will need to put together a simple project to demonstrate the issue and submit a bug to Unity, just need to find the time.

azeitler said:

the main menu background scene is of too poor graphics quality

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I actually used a small subset of the in arena graphics to create the main menu. The goal was to have as small a load time as possible, but still create something interesting in the background. As a bonus everything except the tree textures are things I needed to load for the arena anyway.

Xeno360 said:

Are you using a simple unity master server for the networking?

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For this game I am only using Exit Games Photon network library (http://photon.exitgames.com). The previous racing game used the Unity master server.

3dDude said:

it said connection problem !?!

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I've seen this happen on Mac a few times. Since the browser doesn't actually close it occasionally doesn't release a socket or something. The easiest way to fix it is to really close the browser Command+Q

sciguy77 said:

Clearly you have a high-level grasp of Photon. If you made an ebook (even a small one) sharing code and teaching, I'd pay good money for it!

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Photon still holds mysteries to me, and over the past few months its been changing quite a bit (good cleanup changes). I've found the easiest way to learn was to use their Unity example program. Getting a grasp of the client side is much easier than the server side. But their forums are helpful and the devs are very responsive.

yeh i thought it was one of those 'it says it's multiplayer but it's really just a techdemo' games, but was quite surprised when i started wandering around and the next moment theres a bullet lodged in my head lol

Yeah nice indeed. I'm playing from South Africa and as you can imagine the geographic location is not good with latency to North American servers. But I can get a good 350 - 400 ping and I experience no lag at all. I noticed someone in here talk about being corrected which means you run an Authoritative server of course, but I didn't experience any of that.

So I'm assuming all the "servers" are just Photon clients like all the players, with the only difference that it has an authoritative state over the game, i.e. receiving inputs from the players and updating everyone else.

I'm not sure how deep you'll go into how you did it and I respect that but I've been pondering over whether to use Events or Operations to send button commands. Events of course sends the button commands to EVERYONE connected to the game, but operations sends it to the Photon server. But I'm guessing you're probably using a custom event or operation.

As for the browser crashing when exiting full screen, that happens in Firefox on Windows for me as well - though it has happened with a lot of things since the last web player release. Like even simple things I would do would just crash the moment I exit full screen. Hopefully they've looked into this with Unity 3.

Will you make more maps in the near future, this one is great, but it gets old after playing it for 10 hours straight (I have no life).
A crouch is needed.
will you ever add more weapons (like more guns, grenades, rocket launchers)?

I really love this game, it needs some polishing but definitely it's really professional and really not far from perfection.
Remember that CounterStrike was MUUUUUUUUUUUUUCH worse than this when it came out. The level raised up a lot since then.
But this doesn't mean that the game itself is not fun. I love to hide, rush to the next hide and ambush the enemy.
I had difficulty to stop playing even if in the server we were only 3 or 4... I can't imagine how fun must it be when there are 8 or even more people.
Add some maps, online leaderboards, and polish it and you may earn good money from it IMHO.

Oh and by the way, the netcode look damn solid, I shoot and I hit, like in NO OTHER GAME, this is incredible for me.
If this is Unity netcode well, that's simply great.

What I would change though: there is some "vibration" in the light intensity, that's a bit weird and some times disturbing.
The SWAT are too dark, almost black so they look out of the environment, should be raised a bit in luminosity the textures.

Great update! I admit that playing in fps feels more natural to me and after the update i played some games exclusively in fps, but how about adding a button to change the view while playing? Keep it up....................

I saw it get over 120 simultaneous players thanks to Kongregate. It was a mad rush last night to upgrade the Photon license to handle more than 100 people and upgrade the server browser to display more servers. Didn't expect such an influx of players.

@bgivenb: Thanks, but we haven't started looking into new levels yet. Focusing on weapons right now.

@CSHen042: Yep the headlook controller is being used. Although I think I put it on his spine to get a more realistic aim up and down motion.

@tuckdragon: I have the buy menu working locally with 3 weapons. Also have the economy system working (cash for kills, headshots, team wins, assisted kills, etc.). There is still a bug with the order that the player weapons are instantiated. Gotta sort out the Instantiate/Awake/Start/Instantiate Children/Destroy flow a bit. It all works fine, until I start really testing it...

@ivanzu: Still on Unity 2.6. Just haven't had the time to upgrade/test on 3.1 yet. A quick test showed that there were changes to audio sources and the networking that needed to be done. Possibly more little things like shaders... Servers are Amazon EC2, they can be pricey though at over $100 each plus overages for bandwidth. Still evaluating hosting options...

We appreciate the feedback guys! At some points there are over 200 people playing at the same time, it is pretty exciting/motivating to see.